#pragma once

/**
Abstract superclass used for all movable object in the game, eg. all objects that should 
be transmitted over the network to clients. Thus all classes derived from SVEntity must
support serialization into a ByteBuffer. 

When packet arrives at client side, client reconstructs the object based on ID object supplies.
*/
class SVEntity{
public:
	virtual void writeToBuffer(ByteBuffer &buffer);
};